I read this all, and I like it, a lot. Good stuff. However, my fear is how this plays out for PvP. For PvE variance in performance based on RNG stats is super cool and creates a sense of non-uniformity, but in PvP you need to be able to expect that class X generally has Y capabilities.

PvP gear will have more stats to choose from, and less worrying about hit caps! PvP Power will likely still exist to make sure PvP gear is powerful without being more powerful than PvE gear in PvE. Additional PvP changes are beyond the scope of this discussion, but we do want to make sure PvE gear doesn’t outstrip PvP gear for world PvP.

Can I just ask what will happen to Spirit for Shadow Priests, where it is now a go to stat because it gets converted to Hit? With Hit going away, will it convert to something else, or will Spirit now be useless for us.

Healers will have increased baseline regen on their character, and each point of Spirit will have higher regeneration effects. As mentioned in the last couple paragraphs, Spirit will be useless to DPS specs, so min-maxers will want to get alternate gear for the few slots they have Spirit in.

One more thought on this...please extend this system to crafted gear, not just boss drops.

Despite this being a bit beyond the scope of this discussion, we can say that we don’t want to keep a flawed gear design just to ensure revenue for Jewelcrafters. We are, however, considering additional types of things that they could make to offset the need for so many gems.

I dislike the idea that we're going to have to pray to the RNG gods to get gear to drop, and then pray again that our gear has bonuses. I'm not invested in world first content so it likely wont affect me much, but I can imagine world first guilds getting a little peeved because guild X got extra lucky on their drops and had more tertiary stats which helped them progress faster, while guild Z got mostly normal epic drops.

Philosophically, having a random element to gear helps to keep loot feeling exciting instead of reducing it to a checklist you just tick off. We understand that too much randomness can be frustrating, which is why we implemented things like the bad luck streak protection on personal loot and bonus rolls. Do note that secondary stats on gear are not random (other than some random suffix items, which are in the minority). The additional qualities (e.g. Warforged, sockets, tertiary stats) are random and are intended to provide gearing with a long tail. Rather than deny you an important item slot like a weapon, we can make sure you get an item in a reasonable amount of time. However, getting the perfect item is not a foregone conclusion and might take a lot of effort and luck.

The only system where this loot style could work is in the personal loot like lfr. I find it hard to believe that you think that this could realistically work in a normal raid group that uses any type of loot system other than rolling.

LFR will always use personal loot. Normal and Heroic difficulties have the option (raid leader’s call) to use personal loot, or to drop a variable amount of loot based on the number of players. As you add players to a group, the chance of an additional piece of loot dropping will increase until it reaches 100%, at which point there will be a chance for an additional piece beyond that. There should not be any break points at which you are hesitant to add more players. Mythic has a set raid size so will work much as Heroic does today.

Random Player:Will these changes to stats only affect items in Warlords of Draenor, or will older items from, say, Burning Crusade also change?

At this time, changes to gear are planned for drops in Warlords of Draenor. We are, however, considering modifying Siege of Orgrimmar gear to help players make the levelup process as smooth as possible, but aside from the removal of Hit and Expertise from all gear these changes will not be retroactive.

his list we have at this time is not set in stone, but currently includes: Leech (heal on damage dealt), Inspiration (heal on damage received), Cleave (extra damage to additional targets), Sturdiness (reduced durability damage), Speed (movement speed), and Avoidance (reduced area effect damage taken).

Getting gear is fun. We like getting gear and we like the feeling that on any given boss, there should always be something that you would want. What we’re doing with items in Warlords is just an evolution of the Thunderforged version to make it a little more interesting. You’ll probably see more bonus pieces than you did Thunderforged in the past, but getting an item that has all 3 bonuses will be very, very (very!) rare. Remember, you’ll be just fine with the baseline pieces of gear, and most of your character will be made up of this gear. But each and every time you kill a boss, there’s that chance of getting something slightly better.

One of our other goals is to reduce the amount of work an item takes. Currently, the amount of work (math! MATH!) you have to do in order to even put on a piece of gear takes away from the enjoyment of the actual item dropping. We want you to spend more time killing creatures and getting better gear and less time figuring out how that piece that dropped effects specific stat levels (hit, expertise, haste, etc.), what gems you need cut, and what enchant to put on it. We’re not removing all of those choices, but we’re drastically tuning down the amount of required work. Get your boots, put them on, next boss!

Another reason for these item changes are to bring hybrids closer to fulfilling their off-spec role. Part of the fantasy of being a warrior is that you can take the punishment when you need to (tank), or dish it out if you want to (DPS). However, collecting two entirely different sets of gear, plus gemming, enchanting, reforging… it’s all different and it’s just a lot more work. In most cases, it was too big of a barrier for some players to even consider. With these changes, we’re bringing your off spec closer to the performance of your main spec. You won’t have to collect the same Chest set piece twice, or say, get a different set of boots. However, if you want to be optimal, there will still be items to collect.

Question, will the gear's secondary Stats from raids be static when they drop or are they rng and be random generated stats?

The vast majority of raid gear will continue to to have pre-determined secondary stats, just as it does today. We may still put in a few alternative pieces with randomly-generated stats, much like we did in Throne of Thunder, but those will be rare exceptions.

This extends to other types of content as well. Every once in a while, when there's a compelling reason to, we might let gear randomly roll secondaries. Timeless Isle is a good example of a situation in which that style of gearing makes sense. Again, that's the exception, not the rule. Under normal circumstances, secondary stats will still be pre-determined, not random.

I read this all, and I like it, a lot. Good stuff. However, my fear is how this plays out for PvP. For PvE variance in performance based on RNG stats is super cool and creates a sense of non-uniformity, but in PvP you need to be able to expect that class X generally has Y capabilities.

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en] PvP gear will have more stats to choose from, and less worrying about hit caps! PvP Power will likely still exist to make sure PvP gear is powerful without being more powerful than PvE gear in PvE. Additional PvP changes are beyond the scope of this discussion, but we do want to make sure PvE gear doesn’t outstrip PvP gear for world PvP.[/en][/blue]

Can I just ask what will happen to Spirit for Shadow Priests, where it is now a go to stat because it gets converted to Hit? With Hit going away, will it convert to something else, or will Spirit now be useless for us.

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en]Healers will have increased baseline regen on their character, and each point of Spirit will have higher regeneration effects. As mentioned in the last couple paragraphs, Spirit will be useless to DPS specs, so min-maxers will want to get alternate gear for the few slots they have Spirit in.[/en][/blue]

One more thought on this...please extend this system to crafted gear, not just boss drops.

So what for the peoples who spent a fortune on gems an jewel crafting just to have a useless pro now.

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en] Despite this being a bit beyond the scope of this discussion, we can say that we don’t want to keep a flawed gear design just to ensure revenue for Jewelcrafters. We are, however, considering additional types of things that they could make to offset the need for so many gems.[/en][/blue]

I dislike the idea that we're going to have to pray to the RNG gods to get gear to drop, and then pray again that our gear has bonuses. I'm not invested in world first content so it likely wont affect me much, but I can imagine world first guilds getting a little peeved because guild X got extra lucky on their drops and had more tertiary stats which helped them progress faster, while guild Z got mostly normal epic drops.

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en] Philosophically, having a random element to gear helps to keep loot feeling exciting instead of reducing it to a checklist you just tick off. We understand that too much randomness can be frustrating, which is why we implemented things like the bad luck streak protection on personal loot and bonus rolls. Do note that secondary stats on gear are not random (other than some random suffix items, which are in the minority). The additional qualities (e.g. Warforged, sockets, tertiary stats) are random and are intended to provide gearing with a long tail. Rather than deny you an important item slot like a weapon, we can make sure you get an item in a reasonable amount of time. However, getting the perfect item is not a foregone conclusion and might take a lot of effort and luck.[/en][/blue]

The only system where this loot style could work is in the personal loot like lfr. I find it hard to believe that you think that this could realistically work in a normal raid group that uses any type of loot system other than rolling.

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en] LFR will always use personal loot. Normal and Heroic difficulties have the option (raid leader’s call) to use personal loot, or to drop a variable amount of loot based on the number of players. As you add players to a group, the chance of an additional piece of loot dropping will increase until it reaches 100%, at which point there will be a chance for an additional piece beyond that. There should not be any break points at which you are hesitant to add more players. Mythic has a set raid size so will work much as Heroic does today.[/en][/blue]

Random Player:Will these changes to stats only affect items in Warlords of Draenor, or will older items from, say, Burning Crusade also change?

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en]At this time, changes to gear are planned for drops in Warlords of Draenor. We are, however, considering modifying Siege of Orgrimmar gear to help players make the levelup process as smooth as possible, but aside from the removal of Hit and Expertise from all gear these changes will not be retroactive.[/en][/blue]

Random Player:How will these changes affect mastery?

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en] We may make changes to specific masteries as part of the Warlords of Draenor review, but don’t have any sweeping changes planned[/en][/blue]

From Twitter: Nathyiel: What about off-hand/shield?

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en]They are considered "weapons" for the purposes of these system changes.[/en][/blue]

Are more tertiary stats being considered than the 5 we've been shown thus far?

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en]his list we have at this time is not set in stone, but currently includes: Leech (heal on damage dealt), Inspiration (heal on damage received), Cleave (extra damage to additional targets), Sturdiness (reduced durability damage), Speed (movement speed), and Avoidance (reduced area effect damage taken).

Getting gear is fun. We like getting gear and we like the feeling that on any given boss, there should always be something that you would want. What we’re doing with items in Warlords is just an evolution of the Thunderforged version to make it a little more interesting. You’ll probably see more bonus pieces than you did Thunderforged in the past, but getting an item that has all 3 bonuses will be very, very (very!) rare. Remember, you’ll be just fine with the baseline pieces of gear, and most of your character will be made up of this gear. But each and every time you kill a boss, there’s that chance of getting something slightly better.

One of our other goals is to reduce the amount of work an item takes. Currently, the amount of work (math! MATH!) you have to do in order to even put on a piece of gear takes away from the enjoyment of the actual item dropping. We want you to spend more time killing creatures and getting better gear and less time figuring out how that piece that dropped effects specific stat levels (hit, expertise, haste, etc.), what gems you need cut, and what enchant to put on it. We’re not removing all of those choices, but we’re drastically tuning down the amount of required work. Get your boots, put them on, next boss!

Another reason for these item changes are to bring hybrids closer to fulfilling their off-spec role. Part of the fantasy of being a warrior is that you can take the punishment when you need to (tank), or dish it out if you want to (DPS). However, collecting two entirely different sets of gear, plus gemming, enchanting, reforging… it’s all different and it’s just a lot more work. In most cases, it was too big of a barrier for some players to even consider. With these changes, we’re bringing your off spec closer to the performance of your main spec. You won’t have to collect the same Chest set piece twice, or say, get a different set of boots. However, if you want to be optimal, there will still be items to collect.[/en][/blue]

Question, will the gear's secondary Stats from raids be static when they drop or are they rng and be random generated stats?

[blue="[url=http://us.battle.net/wow/en/forum/topic/10703970357?page=34#676]Blizzard[/url]"][en]The vast majority of raid gear will continue to to have pre-determined secondary stats, just as it does today. We may still put in a few alternative pieces with randomly-generated stats, much like we did in Throne of Thunder, but those will be rare exceptions.

This extends to other types of content as well. Every once in a while, when there's a compelling reason to, we might let gear randomly roll secondaries. Timeless Isle is a good example of a situation in which that style of gearing makes sense. Again, that's the exception, not the rule. Under normal circumstances, secondary stats will still be pre-determined, not random.[/en][/blue]

The new item system (stats prop. for your spec) will affect all items (neck, ring...) or just the set (chest, helm..)?

[url]Blizzard[/url] ha scritto

Only the main armor pieces (head etc.) will swap primary stats. That is true of tier sets and off-piece items. Jewelry etc. likely won't ever have primary stats. They may have attack power, but mostly secondary stats.

This isnt going to help as much as you think, just make things more annoying for players.

[url]Blizzard[/url] ha scritto

We feel acquiring BiS quickly only feels good for the short term. Long term it has little staying power. Imagine killing Immerseus 16 times and sharding everything while you're still farming Garrosh. Then imagine every Immerseus kill you still pay attention to loot because something cool or amazing could drop.

Not sure how this erases the issues spec-based primary stats were supposed to fix. Why not spirit/armor on primary?

[url]Blizzard[/url] ha scritto

Because then you can't choose how much you want. You just get what we give you. That's the design for primaries to keep them growing with ilevel. Secondaries are about what stats you like. If you heal, you may want Spirit on every non-armor spot or not. You may find those pieces or not.

removing hit/exp - does that mean all attacks 100% hit? Or is there a baseline miss chance we can no longer negate?

[url]Blizzard[/url] ha scritto

Imagine you capped yellow attacks, which is typical today. Melee might miss from the front or with an OH attack.

I don't like removing them for two reasons. 1) historical. Craps on combat table. 2) I have 3 stats left. Yawn?

[url]Blizzard[/url] ha scritto

Hopefully not 3 stats...

with reforge gone how are we going to deal with haste break points? Just curious

[url]Blizzard[/url] ha scritto

Our dot/hot changes mean fewer haste break points. Usually more haste is still valuable after break, just less valuable than before

Altre domande e altre risposte date per questo argomento:

[b]The new item system (stats prop. for your spec) will affect all items (neck, ring...) or just the set (chest, helm..)?[/b]

[blue="[url]Blizzard[/url]"][en] Only the main armor pieces (head etc.) will swap primary stats. That is true of tier sets and off-piece items. Jewelry etc. likely won't ever have primary stats. They may have attack power, but mostly secondary stats.[/en][/blue]

[b]This isnt going to help as much as you think, just make things more annoying for players.[/b]

[blue="[url]Blizzard[/url]"][en]We feel acquiring BiS quickly only feels good for the short term. Long term it has little staying power. Imagine killing Immerseus 16 times and sharding everything while you're still farming Garrosh. Then imagine every Immerseus kill you still pay attention to loot because something cool or amazing could drop. [/en][/blue]

[b]Not sure how this erases the issues spec-based primary stats were supposed to fix. Why not spirit/armor on primary?[/b]

[blue="[url]Blizzard[/url]"][en] Because then you can't choose how much you want. You just get what we give you. That's the design for primaries to keep them growing with ilevel. Secondaries are about what stats you like. If you heal, you may want Spirit on every non-armor spot or not. You may find those pieces or not. [/en][/blue]

[b]removing hit/exp - does that mean all attacks 100% hit? Or is there a baseline miss chance we can no longer negate?[/b]

[blue="[url]Blizzard[/url]"][en]Imagine you capped yellow attacks, which is typical today. Melee might miss from the front or with an OH attack. [/en][/blue]

[b]I don't like removing them for two reasons. 1) historical. Craps on combat table. 2) I have 3 stats left. Yawn?[/b]

[blue="[url]Blizzard[/url]"][en]Hopefully not 3 stats... [/en][/blue]

[b]with reforge gone how are we going to deal with haste break points? Just curious[/b]

[blue="[url]Blizzard[/url]"][en]Our dot/hot changes mean fewer haste break points. Usually more haste is still valuable after break, just less valuable than before [/en][/blue]

Use it knowing you are wasting some stats, or swap those pieces out. You likely won't have armor in every non-armor slot. So maybe you're swapping 3-5 pieces? Much better than today, which asks you to swap everything or at least reforge it all.

If dodge and parry are going byebye, Are tanks left with stacking mastery or stam? Gonna miss stat juggling.

[url]Blizzard[/url] ha scritto

We are going to add armor as a tanking stat. The combat mechanics can support that now.

I just cant get in my head how "Bonus Armor" in gear is more interesting that Dodge/Parry

I'm fine with P/D gone but saying those werent "interesting" stats. Avoidance is more interesting than flat mitigation

[url]Blizzard[/url] ha scritto

The tanking community was debating this long before I even joined the team. Twitter can't do that discussion justice.

Alcune domande e risposte per le stat dei Difensori:

[b]What do i do with a +armor item when switching to dd spec?[/b]

[blue="[url]Blizzard[/url]"][en] Use it knowing you are wasting some stats, or swap those pieces out. You likely won't have armor in every non-armor slot. So maybe you're swapping 3-5 pieces? Much better than today, which asks you to swap everything or at least reforge it all. [/en][/blue]

[b]If dodge and parry are going byebye, Are tanks left with stacking mastery or stam? Gonna miss stat juggling.[/b]

[blue="[url]Blizzard[/url]"][en]We are going to add armor as a tanking stat. The combat mechanics can support that now.[/en][/blue]

[b]I just cant get in my head how "Bonus Armor" in gear is more interesting that Dodge/Parry [/b]

[b]if spirit is limited to non-armour pieces, won't it cripple healers early on before they get those (somewhat rare) items?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/406137032847540224]Blizzard[/url]"][en]Base regen will be higher.[/en][/blue]

[b]Spirit is a buffer. More of it helps those who have no understanding of mana efficiency.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407312646023553026]Blizzard[/url]"][en]That is the intent for sure. Some healers grab Spirit the way a rogue would grab Agility, which detracts from it being a choice.[/en][/blue]

[b]so as a DK I can us all my Items for Tank and DPS, since Tank also uses Haste/Crit. But Elesham still need Healgear?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407619052211691520]Blizzard[/url]"][en] Tanks also need bonus armor and trinkets that proc on damage taken. The difference should be about the same as swapping to heal.[/en][/blue]

[b]You probably already considered this, but having Spirit "replace" Intellect as a primary stat might work?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407623226278170624]Blizzard[/url]"][en]We like Spirit being a choice though. Agility can never really be a choice. More Agi is always better.[/en][/blue]

[b]But why do this back and forth stuff? Spirit is important. Now it's not as important. Ok, now it's important again.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407928885838217218]Blizzard[/url]"][en]We have often had a problem where regen is too tough in blues and too easy in endgame epics. MoP was a big improvement though[/en][/blue]

[b]The problem with spirit is that it's a quality of life stat at the expense of a through-put stat.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408033796152229888]Blizzard[/url]"][en]we disagree. It's not quality of life -- it's how many expensive spells you can afford to cast.[/en][/blue]

[b]Why exactly do healers get their own stat, but you refuse to make dps-only items? (short of certain proc trinks)[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407623894841843713]Blizzard[/url]"][en]Largely because there are a lot more DPS players, both in a group and across the population as a whole.

Spirit is always important to healers. We're not changing that philosophy. Important and maxxed out aren't the same thing though.

Having hit on a healer set is a wasted stat. I'd even buy having your worst secondary stat on every piece might be a waste.[/en][/blue]

Miss a break point by a few hundred haste" and "wasted stats" implies a level of min-maxing not necessary for almost all players. Barely missing a break point? That's a rounding error for most of us overcome by better use of abilities and movement in a fight.

haste breakpoints for DoTs and HoTs are important. missing by 1 point means 1 less tick, and they are noticable.

I find that a bit contradictory. Whose style is it to do less damage by reforging into the wrong stat? It is probably possible to get secondary stats closer, but not possible to get them all within 1% of each other in all fights

Maybe they meant: "want secondary stats to affect play style, not dps". Would be cool (hard as hell) to do that

Yeah it's hard because there will always be a mathematically-solvable right answer for DPS. Not so for tanks and healers. We try to get around that by varying the situations a lot. Some fights need burst. Others need AE. Others need movement.

My dream: lots of abilities for dps, you pick and choose what your rotation uses due to what stat you favor. works in theory?

I think you misinterpreted the statement. I was arguing reforging isn't really a choice because most players don't want to be bad. (Source)(They may be bad anyway, but they likely aren't trying to be bad.)

Bringing back AP/SP is a bad idea. since stacking Agi/Str/Int we get even more from the 5% buff. Plz, dont hate us.

hat is solveable. The idea is to make sure jewelry etc. can be shared more easily, particularly between Str and Agi users. Another idea is rings swap Str and Agi (but not Int) the way armor does or something similar.

if I'm getting this right. There will be no primary stat on non-armor pieces?

We haven't decided. There is still some benefit in dropping paly-priest-warlock instead of just warlock.

Altre notizie:

[b]Depends on if you are a class that benefits from all stats, some don't... and wish to reforge the bad stat.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407621664751378432]Blizzard[/url]"][en]Truly bad stats (and they do exist) are on us to fix. When one stat is 5% better and still considered mandatory = tough to fix.[/en][/blue]

[b]Miss a break point by few hundred haste? Stuck with wasted stats until perfectly itemized piece drops. Back to BIS lists.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407927962176999424]Blizzard[/url]"][en]Miss a break point by a few hundred haste" and "wasted stats" implies a level of min-maxing not necessary for almost all players. Barely missing a break point? That's a rounding error for most of us overcome by better use of abilities and movement in a fight.[/en][/blue]

[b]haste breakpoints for DoTs and HoTs are important. missing by 1 point means 1 less tick, and they are noticable.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408258516894240769]Blizzard[/url]"][en]There won't be break points on hots and dots any longer.[/en][/blue]

[b]does this mean haste will increase the duration? instead of reducing time between ticks[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408355005985353728]Blizzard[/url]"][en]Haste will increase the number of ticks, possibly resulting in a final fractional tick.[/en][/blue]

[b]Please keep Reforging in. Now that hit and exp are gone, I don't see the reason for it to be removed.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407314304807870464]Blizzard[/url]"][en]It would mean you still have to reforge everything to your best secondary stat according to someone's website.[/en][/blue]

[b]Reforging being gone won't stop min-max-ers to min-max their characters, at all. It will stop players defining their style. [/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407620076800446464]Blizzard[/url]"][en]I find that a bit contradictory. Whose style is it to do less damage by reforging into the wrong stat? It is probably possible to get secondary stats closer, but not possible to get them all within 1% of each other in all fights[/en][/blue]

[b]Maybe they meant: "want secondary stats to affect play style, not dps". Would be cool (hard as hell) to do that[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408669258873204736]Blizzard[/url]"][en]Yeah it's hard because there will always be a mathematically-solvable right answer for DPS. Not so for tanks and healers. We try to get around that by varying the situations a lot. Some fights need burst. Others need AE. Others need movement.[/en][/blue]

[b]My dream: lots of abilities for dps, you pick and choose what your rotation uses due to what stat you favor. works in theory?[/b]

[b]It would mean you COULD reforge everything. You're taking AWAY choice. Now, a crappy piece of gear is a dud.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/407322748361256962]Blizzard[/url]"][en]It's not really a "choice" though when the choice is play more effectively (reforge) or less effectively (be lazy).[/en][/blue]

[b]a statment like that caterning for the people that dont give a shit about playing the game is a ..[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408257611872477184]Blizzard[/url]"][en]I think you misinterpreted the statement. I was arguing reforging isn't really a choice because most players don't want to be bad. (Source)(They may be bad anyway, but they likely aren't trying to be bad.)[/en][/blue]

[b]Bringing back AP/SP is a bad idea. since stacking Agi/Str/Int we get even more from the 5% buff. Plz, dont hate us.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408665514341179392]Blizzard[/url]"][en]hat is solveable. The idea is to make sure jewelry etc. can be shared more easily, particularly between Str and Agi users. Another idea is rings swap Str and Agi (but not Int) the way armor does or something similar.[/en][/blue]

[b]if I'm getting this right. There will be no primary stat on non-armor pieces?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408688089448452096]Blizzard[/url]"][en]Possibly on weapons, just because weapons are fairly iconic and don't have as much class overlaps as say rings can.Obviously, this is all stuff that's in flux as "we" work through it all.[/en][/blue]

[b]The post doesn't make this clear, but are they getting rid of Tier tokens?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/405460952700559360]Blizzard[/url]"][en]We haven't decided. There is still some benefit in dropping paly-priest-warlock instead of just warlock.[/en][/blue]

That will happen on rare occasions. But what if a chest drops with Lifesteal but a secondary the tank doesn't like, say crit? My point is that overall the landscape will have more answers than just "Is it BiS? If not, pass."

Ridiculously powerful items being very rare and random like D3, w/o the ability to grind for these as much as you want. Why?

Run speed will still be pretty rare and on some fights it's totally useless. Seems like a fine position for it overall.

Domande e risposte sulle statistiche terziarie:

[b]New loot system will make loot distribution a PITA. I'm not looking forward to dealing with more loot related drama.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/405460586936274944]Blizzard[/url]"][en]Overall we find sharing fewer items to be better for morale even if the pieces that do drop are highly coveted. I meant "Overall we find SHARDING fewer...." That changes the whole context.[/en][/blue]

[blue="[url=https://twitter.com/OccupyGStreet/status/402649275869306880]Blizzard[/url]"][en]That will happen on rare occasions. But what if a chest drops with Lifesteal but a secondary the tank doesn't like, say crit? My point is that overall the landscape will have more answers than just "Is it BiS? If not, pass." [/en][/blue]

[b]Ridiculously powerful items being very rare and random like D3, w/o the ability to grind for these as much as you want. Why?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/405459699119570945]Blizzard[/url]"][en]We want the long tail to be exciting. Otherwise you earn BiS quickly and shard everything else for weeks.[/en][/blue]

[b]Why does WoD loot seem like Diablo loot system with a 1 week lockout and huge party requirement?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/405462038899470336]Blizzard[/url]"][en]It's not nearly as random as Diablo. We just want to keep that 14th Immerseus kill somewhat exciting. [/en][/blue]

[b]Lots of people will not see that as something cool or amazing dropping. To them it will feel like the other drops are shit.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408663364684890112]Blizzard[/url]"][en]Then they're going to go weeks and weeks without a new item if they pass everything that isn't BiS. MC loot style wasn't that bad. [/en][/blue]

[b]If Tertiary stats aren't 'common enough to build a set around', then where's the gameplay? Who cares about +0.74% run speed.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/405458496230940672]Blizzard[/url]"][en]Since we don't have to balance around the case of a run speed set, we should be able to make the effects much larger than 0.74%.[/en][/blue]

[b]Run speed might be a bit too BiS for casters as a tert. stat dont you think?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/405464304134017025]Blizzard[/url]"][en]Run speed will still be pretty rare and on some fights it's totally useless. Seems like a fine position for it overall.[/en][/blue]

We discuss that a lot but don't have any changes to announce. The latter particularly feels bad to me. It gets into that whole space of having gear in your bag that you aren't wearing. We've discussed smaller sets, larger sets, sets that can be made in different ways, and so on. Nothing final though. And do remember, our goal is not to let players gear up as fast as possible. Many suggestions seems to have that goal.

since hit and expertise are going away, what's the point of removing reforging TOO?

Not sure yet. It's possible the tier pieces will have no random qualities

Che ne pensate?

Altre domande ed altre risposte:

[b]And just OHs? What about 2Her uses? Will they not miss with white attacks? I'd say make everyone hit 100% now to be fair.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/408664900303466496]Blizzard[/url]"][en]Why? Their damage is balanced around how much hit they use today. The goal is to remove hit gearing, not to buff some melee. (That wasn't intended to be trite. I'm interested in the discussion.) [/en][/blue]

[b]- best wishes and thanks for you efforts. As to gearing will enchants/gems change with gear and change to off-spec?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/406875464536293376]Blizzard[/url]"][en]Enchants and gems will not swap. Only Agi, Str and Int on armor and set bonuses will swap.[/en][/blue]

[b]Isnt not being able to use gear before you get other pieces worse than having to reforge your gear to be able to use it?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/402544242590879744]Blizzard[/url]"][en]Overall no, because reforging can affect every piece while your scenario might affect only a couple. Now set bonuses can mess with that, which I tried to address in another recent tweet.[/en][/blue]

[b]having to work to make a piece right is fun for some. If it isn't they don't have to.[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/402557925928882177]Blizzard[/url]"][en]That's like saying you don't have to equip bracers though. There is too large a penalty if you don' participate[/en][/blue]

[b]Are we going to see any changes with tier pieces? Too many classes on a token, set bonuses that feel needed so you can't break[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/402540947314970624]Blizzard[/url]"][en]We discuss that a lot but don't have any changes to announce. The latter particularly feels bad to me. It gets into that whole space of having gear in your bag that you aren't wearing. We've discussed smaller sets, larger sets, sets that can be made in different ways, and so on. Nothing final though. And do remember, our goal is not to let players gear up as fast as possible. Many suggestions seems to have that goal.[/en][/blue]

[b]since hit and expertise are going away, what's the point of removing reforging TOO?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/402532748339863552]Blizzard[/url]"][en]It would still feel mandatory but for even less of a benefit than it provides today. [/en][/blue]

[b]Strength is now just agility on plate, why not merge them?[/b]

[blue="[url=https://twitter.com/OccupyGStreet/status/405463390094503937]Blizzard[/url]"][en]There is benefit in knowing that if you're a DK, look for Strength as well as being able to have some items only for DK/war/pally.[/en][/blue]

Personally, I love the variety of gameplay that PvP offers. Competition rarely plays out the same way twice in a row. But, like any other part of WoW, your experience with PvP will have a lot to do with who you play with.

Why is it that the Vicious War Wolf isn't account wide, but the Skeletal Warhouse is? Please tell me it's an oversight.

Our intent is to keep the relative number of rewards the same. Last season based on team count. This season on player count. Despite what the Internet would have you believe, a larger % of playerbase is doing 3s than previous seasons. But not 3x.

Well sure - I'm just selfish and I wanna know if I should camp my grevious gladiator or no LOL :>>>

We are taking a look at it. The fact that more people are on the ladder since no team is required increases the pool size

Nuovo aggiornamento:

[b]Will CDR trinkets change to Readiness rating in 6.0 to scale down as you level? Or going to be effectively "turned off" 100?[/b]

[blue="[url=https://twitter.com/Celestalon/status/408298535101022208]Celestalon[/url]"][en]Yes, the SoO trinkets that the new stats are based on will likely change to the new stat, in 6.0.[/en][/blue]

[b]PVA[/b]

[b]Bosses bypass Armor quite often, is there changes to Armor incoming to make Bonus Armor more reliable?[/b]

[blue="[url=https://twitter.com/Celestalon/status/408081393583808512]Celestalon[/url]"][en]No, that's kind of the intended interesting part of Armor. It's good against the dragon's claws, not so good against his breath. [/en][/blue]

[b]TBH I would appreciate it if things like Snapping Bite died a horrible death.[/b]

[blue="[url=https://twitter.com/Celestalon/status/408092953513435136]Celestalon[/url]"][en]Snapping Bite was a problem because it resulted in a significant tank imbalance on that fight, not because it ignored armor. [/en][/blue]

[b]But the ignoring of armor is what caused the tank imbalance. Obviously I don't expect that to continue to be a thing.[/b]

[blue="[url=https://twitter.com/Celestalon/status/408093252693139456]Celestalon[/url]"][en]We have abilities that ignore armor all the time. Usually they're done in such a way that it affects tanks equally, but not here.[/en][/blue]

[b]PVP[/b]

[b]Haven't really done much pvp in my 3 years playing wow Did a bit in wrath but thats about it What would you say I'm missing[/b]

[blue="[url=https://twitter.com/holinka/status/408391176673189888]Ho Ho Holinka[/url]"][en]Personally, I love the variety of gameplay that PvP offers. Competition rarely plays out the same way twice in a row. But, like any other part of WoW, your experience with PvP will have a lot to do with who you play with. [/en][/blue]

[b]Why is it that the Vicious War Wolf isn't account wide, but the Skeletal Warhouse is? Please tell me it's an oversight.[/b]

[blue="[url=https://twitter.com/holinka/status/408016330684518400]Ho Ho Holinka[/url]"][en]The Vicious Skeletal Warhorse? As far as I know it is not account wide. [/en][/blue]

[b]Btw are you gonna keep r1 and glad percentages the same? Everyone is stoked - gonna increase incentive to playz![/b]

[blue="[url=https://twitter.com/holinka/status/407744725588783104]Ho Ho Holinka[/url]"][en]Our intent is to keep the relative number of rewards the same. Last season based on team count. This season on player count. Despite what the Internet would have you believe, a larger % of playerbase is doing 3s than previous seasons. But not 3x.[/en][/blue]

[b]Well sure - I'm just selfish and I wanna know if I should camp my grevious gladiator or no LOL :>>>[/b]

[blue="[url=https://twitter.com/holinka/status/407750918474461186]Ho Ho Holinka[/url]"][en]We are taking a look at it. The fact that more people are on the ladder since no team is required increases the pool size[/en][/blue]

Heals had higher base healing to make up for players having base health. However, that didn't line up and scale perfectly.In WoD, there will be no more base health, or base damage/healing on spells, so it's all just scaling; can line up.

So whats this going to do to dmg and healing at low lvls if you don't have heirlooms you won't have much stats.

No. Just up to +3 levels, then you start missing again. Similar to how Crushing Blows still exist now.

Altre domande e risposte:

[b]Minor example is ratio of ambush bonus dmg to backstab bonus dmg is constant at all levels, but backstab scales better with gear[/b]

[blue="[url=https://twitter.com/Celestalon/status/408129439516471296]Celestalon[/url]"][en]You'd find that all of the base damage on spells/abilities stays in constant ratios at all levels, for a given class, BTW.[/en][/blue]

[b]And that's the problem. For a lvl 30 with 150 SP, this increases Wrath by 138% but Healing Touch by just 28%[/b]

[blue="[url=https://twitter.com/Celestalon/status/408140211420278784]Celestalon[/url]"][en]Heals had higher base healing to make up for players having base health. However, that didn't line up and scale perfectly.In WoD, there will be no more base health, or base damage/healing on spells, so it's all just scaling; can line up.[/en][/blue]

[b]So whats this going to do to dmg and healing at low lvls if you don't have heirlooms you won't have much stats.[/b]

[blue="[url=https://twitter.com/Celestalon/status/408159136526790656]Celestalon[/url]"][en]There are still base stats.[/en][/blue]

[b]Is there going to be a base amount of the new secondaries? like even with 0 crit rating u still crit[/b]

[blue="[url=https://twitter.com/Celestalon/status/408388234477973504]Celestalon[/url]"][en]No. You still crit with 0 crit rating because you have 5% base crit, and crit from agi/int. More similar to haste, where there is no base amount of haste. [/en][/blue]

[b]Does no Dodge/Parry on gear mean Strength -> Parry and Agility -> Dodge are being removed as well?[/b]

[blue="[url=https://twitter.com/Celestalon/status/408330328961339392]Celestalon[/url]"][en]Nope, those remain.[/en][/blue]

[b]Now that we have 3 new secondary stats (Amplify, etc.). How many of these stats will we see on a single piece of gear? Still 2?[/b]

[blue="[url=https://twitter.com/Celestalon/status/408297359433412608]Celestalon[/url]"][en]Still typically 2 secondary stats on most gear. May be exceptions, as always, but vast majority of the time, 2.[/en][/blue]

[b]Will melee abilities still be affected by Weapon damage. Or are those abilities now only scaled by AP?[/b]

[blue="[url=https://twitter.com/Celestalon/status/408297028947427328]Celestalon[/url]"][en]Yes, weapon damage will still be a thing.[/en][/blue]

[b]If this means all dmg spells and heals will scale with primary stat, this is a good thing although simplifies gear[/b]

[blue="[url=https://twitter.com/Celestalon/status/408122581212880896]Celestalon[/url]"][en]Typically Attack Power or Spell Power, which mostly come from your primary stat.[/en][/blue]

[b]would be nice for weapons to means as much to casters a physical.[/b]

[blue="[url=https://twitter.com/Celestalon/status/408296295367847936]Celestalon[/url]"][en]Somewhat ironically, weapons are actually *more* important for some casters, than some melees. SP bonus is huge. [/en][/blue]

[b]sorry if this is a repeat question but if I gem say spirit then trade to dps or tank does that gem change too eg haste for dps ?[/b]

[b]sorry im more asking for the gem side the fact that say pally chest has a gem socket do I have to swap it everytime swap spec ?[/b]

[blue="[url=https://twitter.com/Celestalon/status/408112465130438656]Celestalon[/url]"][en]Sorry, not sure I understand the question. If you put a Spirit gem in a socket, it provides no value if you respec to Feral.[/en][/blue]

[b]ok thank you that means if I have a gem socket armor piece when swap to my off spec I either need new gear or a different gem[/b]

[blue="[url=https://twitter.com/Celestalon/status/408118304197189632]Celestalon[/url]"][en]To min-max, yes. However, remember that a different item of the same ilvl likely won't have the gem socket; sockets are free.[/en][/blue]

[b]Will Cleave on gear mean CC'd mobs have to be moved to Uzbekistan to avoid sheep-busting?[/b]

[b]Does that also mean a lvl 1 character will have 100% hit chance against a level 100 character or mobs? aoe questing inc[/b]

[blue="[url=https://twitter.com/Celestalon/status/408052825839517696]Celestalon[/url]"][en]No. Just up to +3 levels, then you start missing again. Similar to how Crushing Blows still exist now.[/en][/blue]